Informations
Support :
Références scientifiques
Author(s) :
Chairi Kiourt, Anestis Koutsoudis, Fotis Arnaoutoglou, Georgia Petsa, Stella Markantonatou, George Pavlidis
Editor :
International Workshop on Virtual Archaeology: Museums & Cultural Tourism
Date :
2015
Lang :
Description
Abstract
The continuous development of web services and computer infrastructures complemented by the increasing availability of game development software engines, contribute to an on-going expansion in the release of serious games (SG) in diverse areas, ranging from entertainment, cultural heritage (CH), education, artificial intelligence (AI), sociology, military to health systems [1]. In this sense SGs can be thought of as bridging culture and education with gaming. By utilizing contemporary visualization and simulation technologies SGs are able to enhance the user experience in realistic environments with enhanced interaction [2]. This form of stimulation is considered to be one of the basic factors for the successful user activation, being the force that promotes focusing in the activity process and encourages users to continue. Stimulation may be considered as a targeted mechanism to achieve the desired results, and is greatly supported by using SGs [3]. The notion of virtual museums and exhibitions has been introduced as a means to overcome the limitations of the physical space and to provide a vivid experience to remote visitors [4]. An overview of virtual museum technologies is presented in [5]. Numerous works utilize various technologies to support cultural heritage purposes, such as historical teaching and learning, or to enhance museum visits. In [6], a management system of 3D digital models and a dynamic virtual exhibition showroom was introduced as a dynamic web-based virtual museum framework. In addition, in [7] a more realistic framework for digital museums has been presented with the creation of a non-realistic digital replica of a museum that presents its educational activities and not its exhibits, aiming at producing more actual museum visits. In [8] interactive SGs for the promotion of a prehistoric heritage site of the Gargas caves were presented. In [9] a state-of-the-art review was presented for the existing theories, methods and technologies utilised by SGs as cultural heritage promotion tools, showing several case studies representing those technologies. Taking a step further, works like [10] focus on a generalization of the task-based learning theory with great advantages of smartphone support. In addition, the researchers in [11] proposed a new approach in navigating within complex cultural scenes by exploiting content-based descriptions. Scaling down to the smaller scale, the researchers in [12] propose a contentbased navigation framework for a virtual museum, based on metadata that describe the exhibits, thus providing semantic-similarity-based navigation. In a recent work [13] a multi-user virtual exhibitions framework has been proposed that adapts to the visitors’ preferences. In [14] an SG is proposed based on a cultural heritage scenario, and tries to enhance knowledge of cultural heritage by spreading a mystery in the ancient world.
References (1) :
Djaouti, D., Alvarez, J., Rampnoux, O., Charvillat, V., Jessel, J.-P., “Serious Games & Cultural Heritage: A Case Study of Prehistoric Caves”, 15th International Conference on Virtual Systems and Multimedia, Washington DC, USA, 9-12 September, 2009, pp 221 – 226
Keywords : Cultural heritage, Serious game